Google登录
使用Google账号登录的API。
URL确认
此API使用 service-account.playnanoo.com 域名。
API信息
- URL:
https://service-account.playnanoo.com/api/v20240401/google/signin - Method:
PUT - 需要认证: 否
请求参数
| 参数 | 类型 | 必填 | 说明 |
|---|---|---|---|
| linked_id | string | 必填 | Google ID Token |
| platform | string | 必填 | 平台 (例如: "aos", "ios") - 自动包含 |
| device_id | string | 必填 | 设备唯一ID - 自动包含 |
| device_model | string | 必填 | 设备型号 - 自动包含 |
| device_os | string | 必填 | 设备OS - 自动包含 |
| device_language | string | 必填 | 设备语言 (例如: "KO", "EN") - 自动包含 |
自动包含的设备信息
使用FPlayNANOOHelper::CreateRequestBody()时,platform、device_id、device_model、device_os、device_language将自动包含。
响应数据
Token信息
AccessToken: 访问TokenRefreshToken: 刷新Token
Player信息
UserUniqueID: 用户唯一IDOpenID: Open IDNickname: 昵称LinkedID: 关联ID(Google ID)LinkedType: 关联类型(google)PurchaseCount: 购买次数PurchaseCurrencyCode: 购买货币代码PurchaseTotalPrice: 总购买金额Country: 国家Timezone: 时区Offset: 时间偏移JoinPeriod: 注册时长
Unreal C++实现
头文件 (GoogleSignin.h)
// GoogleSignin.h
#pragma once
#include "CoreMinimal.h"
#include "Json.h"
#include "JsonUtilities.h"
// 응답 콜백 델리게이트
DECLARE_DELEGATE_OneParam(FOnGoogleSigninSuccess, const FString&);
DECLARE_DELEGATE_OneParam(FOnGoogleSigninError, const FString&);
class YOURPROJECT_API FGoogleSignin
{
public:
// 토큰 응답 구조체
struct FTokenData
{
FString AccessToken;
FString RefreshToken;
void FromJson(TSharedPtr<FJsonObject> JsonObject)
{
JsonObject->TryGetStringField(TEXT("AccessToken"), AccessToken);
JsonObject->TryGetStringField(TEXT("RefreshToken"), RefreshToken);
}
};
// 플레이어 응답 구조체
struct FPlayerData
{
FString UserUniqueID;
FString OpenID;
FString Nickname;
FString LinkedID;
FString LinkedType;
int32 PurchaseCount;
FString PurchaseCurrencyCode;
double PurchaseTotalPrice;
FString PurchaseVoidedCount;
FString PurchaseVoidedCurrencyCode;
FString PurchaseVoidedTotalPrice;
FString Country;
FString Timezone;
int32 Offset;
int32 JoinPeriod;
void FromJson(TSharedPtr<FJsonObject> JsonObject)
{
JsonObject->TryGetStringField(TEXT("UserUniqueID"), UserUniqueID);
JsonObject->TryGetStringField(TEXT("OpenID"), OpenID);
JsonObject->TryGetStringField(TEXT("Nickname"), Nickname);
JsonObject->TryGetStringField(TEXT("LinkedID"), LinkedID);
JsonObject->TryGetStringField(TEXT("LinkedType"), LinkedType);
JsonObject->TryGetNumberField(TEXT("PurchaseCount"), PurchaseCount);
JsonObject->TryGetStringField(TEXT("PurchaseCurrencyCode"), PurchaseCurrencyCode);
JsonObject->TryGetNumberField(TEXT("PurchaseTotalPrice"), PurchaseTotalPrice);
JsonObject->TryGetStringField(TEXT("PurchaseVoidedCount"), PurchaseVoidedCount);
JsonObject->TryGetStringField(TEXT("PurchaseVoidedCurrencyCode"), PurchaseVoidedCurrencyCode);
JsonObject->TryGetStringField(TEXT("PurchaseVoidedTotalPrice"), PurchaseVoidedTotalPrice);
JsonObject->TryGetStringField(TEXT("Country"), Country);
JsonObject->TryGetStringField(TEXT("Timezone"), Timezone);
JsonObject->TryGetNumberField(TEXT("Offset"), Offset);
JsonObject->TryGetNumberField(TEXT("JoinPeriod"), JoinPeriod);
}
};
// 응답 구조체
struct FRes
{
FString ErrorCode;
FString Message;
FTokenData Token;
FPlayerData Player;
bool FromJson(const FString& JsonString)
{
TSharedPtr<FJsonObject> JsonObject;
TSharedRef<TJsonReader<>> Reader = TJsonReaderFactory<>::Create(JsonString);
if (FJsonSerializer::Deserialize(Reader, JsonObject) && JsonObject.IsValid())
{
JsonObject->TryGetStringField(TEXT("ErrorCode"), ErrorCode);
JsonObject->TryGetStringField(TEXT("Message"), Message);
const TSharedPtr<FJsonObject>* TokenObject;
if (JsonObject->TryGetObjectField(TEXT("Token"), TokenObject))
{
Token.FromJson(*TokenObject);
}
const TSharedPtr<FJsonObject>* PlayerObject;
if (JsonObject->TryGetObjectField(TEXT("Player"), PlayerObject))
{
Player.FromJson(*PlayerObject);
}
return true;
}
return false;
}
};
/**
* 구글 로그인 요청 전송
*/
static void Send(
const FString& GoogleIdToken,
FOnGoogleSigninSuccess OnSuccess,
FOnGoogleSigninError OnError
);
};
实现文件 (GoogleSignin.cpp)
// GoogleSignin.cpp
#include "GoogleSignin.h"
#include "PlayNANOOHelper.h"
#include "HttpModule.h"
#include "Interfaces/IHttpRequest.h"
#include "Interfaces/IHttpResponse.h"
void FGoogleSignin::Send(
const FString& GoogleIdToken,
FOnGoogleSigninSuccess OnSuccess,
FOnGoogleSigninError OnError)
{
// 요청 데이터 생성 (기기 정보는 자동으로 포함됨)
TSharedPtr<FJsonObject> Body = FPlayNANOOHelper::CreateRequestBody();
Body->SetStringField(TEXT("linked_id"), GoogleIdToken);
// JSON 변환
FString JsonBody;
TSharedRef<TJsonWriter<>> Writer = TJsonWriterFactory<>::Create(&JsonBody);
FJsonSerializer::Serialize(Body.ToSharedRef(), Writer);
// HTTP 요청 생성
TSharedRef<IHttpRequest, ESPMode::ThreadSafe> Request = FHttpModule::Get().CreateRequest();
Request->SetURL(TEXT("https://service-account.playnanoo.com/api/v20240401/google/signin"));
Request->SetVerb(TEXT("PUT"));
Request->SetContentAsString(JsonBody);
// 공통 헤더 설정 (로그인 API이므로 인증 토큰 불필요)
FPlayNANOOHelper::SetCommonHeaders(Request, false);
// 응답 처리
Request->OnProcessRequestComplete().BindLambda(
[OnSuccess, OnError](FHttpRequestPtr Req, FHttpResponsePtr Res, bool bSuccess)
{
if (bSuccess && Res.IsValid())
{
FString Response = Res->GetContentAsString();
FRes Result;
if (Result.FromJson(Response))
{
if (Result.ErrorCode.IsEmpty())
{
// 성공
OnSuccess.ExecuteIfBound(Response);
}
else
{
// 에러 응답
OnError.ExecuteIfBound(Response);
}
}
else
{
// JSON 파싱 실패
OnError.ExecuteIfBound(TEXT("Failed to parse response"));
}
}
else
{
// HTTP 요청 실패
OnError.ExecuteIfBound(TEXT("HTTP request failed"));
}
}
);
// 요청 전송
Request->ProcessRequest();
}
使用示例
void UYourClass::GoogleLogin()
{
// Google 로그인 SDK를 통해 ID 토큰을 받은 후
FString GoogleIdToken = TEXT("구글_ID_토큰");
// 구글 로그인 요청 (기기 정보는 FPlayNANOOHelper가 자동으로 처리)
FGoogleSignin::Send(
GoogleIdToken,
FOnGoogleSigninSuccess::CreateLambda([](const FString& Response)
{
FGoogleSignin::FRes Result;
if (Result.FromJson(Response))
{
// 토큰 저장
FPlayNANOOHttpClient::AccessToken = Result.Token.AccessToken;
// 토큰 정보 출력
UE_LOG(LogTemp, Log, TEXT("AccessToken: %s"), *Result.Token.AccessToken);
UE_LOG(LogTemp, Log, TEXT("RefreshToken: %s"), *Result.Token.RefreshToken);
// 플레이어 정보 출력
UE_LOG(LogTemp, Log, TEXT("UserUniqueID: %s"), *Result.Player.UserUniqueID);
UE_LOG(LogTemp, Log, TEXT("OpenID: %s"), *Result.Player.OpenID);
UE_LOG(LogTemp, Log, TEXT("Nickname: %s"), *Result.Player.Nickname);
UE_LOG(LogTemp, Log, TEXT("LinkedID: %s"), *Result.Player.LinkedID);
UE_LOG(LogTemp, Log, TEXT("LinkedType: %s"), *Result.Player.LinkedType);
UE_LOG(LogTemp, Log, TEXT("Country: %s"), *Result.Player.Country);
// 구매 관련 정보 출력
UE_LOG(LogTemp, Log, TEXT("PurchaseCount: %d"), Result.Player.PurchaseCount);
UE_LOG(LogTemp, Log, TEXT("PurchaseTotalPrice: %.2f"), Result.Player.PurchaseTotalPrice);
UE_LOG(LogTemp, Log, TEXT("PurchaseCurrencyCode: %s"), *Result.Player.PurchaseCurrencyCode);
UE_LOG(LogTemp, Log, TEXT("Timezone: %s"), *Result.Player.Timezone);
UE_LOG(LogTemp, Log, TEXT("Offset: %d"), Result.Player.Offset);
UE_LOG(LogTemp, Log, TEXT("JoinPeriod: %d"), Result.Player.JoinPeriod);
}
}),
FOnGoogleSigninError::CreateLambda([](const FString& Error)
{
UE_LOG(LogTemp, Error, TEXT("구글 로그인 실패: %s"), *Error);
})
);
}
Google登录插件
在Unreal Engine中使用Google登录,需要安装Google Sign-In插件或集成原生SDK。
- Android: Google Play Games Services
- iOS: Google Sign-In SDK
ID Token颁发
需要通过Google OAuth登录获取ID Token。将此Token作为linked_id参数传递。